
Teamfight Manager returns with more detailed tactics and management, a new MOBA-style match format, and a Deathmatch mode reminiscent of the previous title. Take charge of a fictional esports team, build the strongest roster, and become the best manager!
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About
Teamfight Manager returns with more detailed tactics and management, along with a new MOBA-style match format. Take charge of a fictional esports team, build the strongest roster, and become the best manager!
Strategically utilize dozens of newly introduced champions alongside the original champions from Teamfight Manager. Many skills of existing champions have also changed, so careful review will be essential for victory.
The match map and rules have been changed. Matches now take place on a MOBA-style map, where you must properly combine top, jungle, mid, bot, and support to destroy the enemy Relic first and claim victory. Show your ability as a manager through more detailed Team Tactics and Personal Tactics.
A new game mode, Deathmatch, has been added. On a small map with no minions and no objectives, matches are decided purely through combat, without recalls or healing. The team with more kills within the time limit wins, and with laning and macro play removed, players' raw fighting ability and champion composition directly determine the outcome. Set the match time and player count (2 vs 2 to 5 vs 5) as you like, and enjoy fast, explosive matches reminiscent of the teamfights from the previous title.
Keep a close eye on Solo Rank and matches between other teams, and recruit outstanding players. Each player has highly varied attributes that have a major impact on matches. Unlike the previous title, player attributes do not affect numerical values such as actual damage, but instead influence decision-making and control through AI differentiation. This allows players to feel more like real professional athletes. If you recruit strong players at a low cost through negotiation, you will be able to operate your team efficiently.
Create and enjoy a wide variety of content through the Steam Workshop, including new champions, teams, players, and even maps and tournaments. Every season can feel fresh.
In addition, various content and improvements are prepared to help you immerse yourself as the manager of an esports team.
Throughout Early Access, we will continue providing updates with new champions and new content shaped by your feedback, making the game even better over time.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 258 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
纯属主观意见。 价格虚高,这游戏目前就根本不值得这个价格,建议等待后续折扣,或者等他完善到真的值得这个价格的程度。 游戏本身就属于半成品。 游戏引导烂、ai决策烂、莫名其妙,奇怪到不能再奇怪的烂bp,最重要的是,输赢跟你的决策没有任何关系,赢了,那是你运气不错,AI打的好。 当我看到我方残血不回城,非得跑去对面脸上送,我挑了挑眉。 当我看到明明能够直线走回去,但硬生生非得走到对面塔下,然后再绕一个圈子后回城,我脸红了。 当我看到我方两三个残血后不回家,卡在墙角来回走动,然后等待前面的坦克队友去世了被人挨个打死的时候,我已经快要被气晕了。 不是,这他妈是职业啊?啊?你能够在哪个游戏的职业赛场上看到这种“盛况“啊? 啊? 知道的是职业赛事,不知道的还他妈以为哪个网吧在搞活动看看谁送的多然后送网费呢? 不是,这操作你别说我上我也行了,你他妈去小学里面去随便找一个玩过这类型游戏的都干不出这种脑残事情啊! 他妈小学生都知道快死了要回去,妈的你这个游戏的职业选手不知道啊! 我是想玩吗?我是过时间了退不了! 你以为结束了? 不不不不不,哥们,还有你在转会期间想要购入其他选手,你必须要花比ai多的多的钱去买,常见的就是你抛出一个价格,选手拒绝了,然后转头以更加低廉的价格投入了其他ai公会的怀抱。 甚至是你自己星探探出来的选手,他妈的自己去招募两三天没回应,ai一招就屁颠屁颠跑了。 你妈死了啊你非得这么恶心人?不会设计能不能别设计出来恶心玩家啊? 再就是经济系统,哥们,怎么来钱的,经济怎么运转的,是一点没教啊,直播收入占比多少,你带货占比多少,全得你自己去摸索。 噢对,以上所有这些我说的东西,你自己在新手教程里面是看不见的,他不会告诉你这些东西,甚至你刚开始玩可能觉得“噢,应该是我运气不好”“也许bug了”然后玩下去。 答案是:根 本 不 是!!!!!这鸟游戏就这逼样子,除了市场上鲜少竞品以外,这个游戏没有优点!没有!!!!!!!
A work in progress but certainly fun, most of the complaints seem to stem from the AI which has improved every patch and people seemingly not understanding how to play it.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, German, Japanese, Simplified Chinese, Traditional Chinese, French, Spanish - Spain, Dutch, Portuguese - Brazil, Russian, Turkish +4 more
Hours played at review time, across 259 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Feels like game lost its soul to be more technical. Tried so many times to get into the game since I'm a fan of the first one but I drop it every time after 1 game. Very tragic since they won't even add workshop to the first teamfight manager
I'm sure this game will be fun eventually, it's early access and has strong modding support. However, for the time being, I cannot recommend it. The AI is not good. It's not wholly terrible, it makes defendable choices most of the time. But oh, the times it doesn't... I've spent (more than) my fair share of time in MOBAs, but these players are [b]Professionals[/b], and will find angles to run it down that you wouldn't conceive of in your wildest dreams. This game commits the sin of making you play the Pick&Ban strategy game, formulating a gameplan, giving your players detailed instructions, only to have the game end in what feels like a coin-toss. What's worse, if you want to be any good at the strategy, you have to [b]watch[/b] as your team follows your gameplan just enough to show its potential - only to inevitably abandon any and all common sense, defile your carefully crafted plan, and lose the game. Points for realism I guess? This game really makes you feel like a coach...
Real lack of information makes it difficult to understand what is needed. I imagined this would be like game Dev tycoon in the sense that you could start from small beginnings and improve players and train and learn and get feedback. It looks like a simulator that uses skills like "positioning" and "judgement" to decide if your ADC will walk into T2 vs 5 enemies while their team is doing "dragon". Its super frustrating to see the simulation have each one of your 5 players walk their hero into their complete and utter death for no reason. This feedback is seen sometimes throughout the reviews for this game. Let me confirm for you, you will: Have some champions / heroes you think suit a team well. Make choices on what hero comp you want, maybe have some thoughts on early / mid / late game strategies. You will then see: 2 top, 1 bot, 1 jungle, and your mid lane will dive T2 vs 5 enemies. Then your jungle will haev a go, they will - while their allies are all spread out across the map, dive T2 towers vs 5 enmies for no reason. you will lose significant gold advantage and lose. Why? what could you have done more? Is this really how the game plays out to produce an outcome? Is there some flaw in strategy? Did you choose split-push ? no, nothng matters, tell them to group only, split push only, 4 - 1. you will have games decided by your players jumping into the fire with zero allies nearby.
Much than the 1st game and with each patch, I feel like they keep fixing all the issues that the community points out. Remember it's an early access and there is more champions/fixes that will come. Highly recommend
笑死我了这个AI,点了不打大龙不打小龙,全员刷完线就冲进大龙脚下站桩打龙任对面打,一个射手刚复活又冲进去solo大龙,要不就是走进对面二塔后面杀人,我说你们怎么不冲进对方泉水里斗呢?
你这游戏是傻逼么,领先优势不知道扩大滚雪球,该越不越该团不团,就在边上搓脚在那来回踌躇,你他妈让ai读的全是滔博比赛数据是吧,♥♥♥
My ADC doesn't regroup with the team and splitpushes instead, to proceed to get solo killed just like my ranked games 10/10
The AI is sadly completely off, at least in the frontend of the game. Having my player stand next to a low-health enemy that is easy to engage, just for them to stand completely still, is infuriating. Or not taking a 3v1 against a nearby enemy who is running in the opposite direction to escape—it’s really a mess. Also, player stats feel like they have zero impact. The character mastery system is weird too; I don’t even know when it triggers. It just feels like trying to figure out which champion is strong against the other and hoping the AI doesn't mess you up, because it really doesn't feel like any input I have has an impact on the game simulation.
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